Compara los precios de Farever en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Shiro Games. Publicado por Shiro Games. Lanzado el 6/5/2026. Disponible en PC. Géneros: Action, Adventure, RPG, Early Access.

Good bones, rocky launch: Shiro's co-op action RPG has a combat system worth showing up for, but Early Access jank will test your patience before the 1.0 polish arrives.

I came into Farever expecting a lightweight MMO distraction and left genuinely interested in where Shiro Games is taking it. That is both a compliment and a measured warning. The studio behind Wartales and Northgard knows how to build a functional Early Access foundation and iterate on it with community input, and that track record matters here, because the current build needs it. The world is called Siagarta, and the Early Access slice gives you two regions to work through: Skyover Island and the Valley of the Eternal Autumn. Each has its own factions, dungeon runs, and bosses. The level cap sits at 20 for now, with around 40 hours of content to reach it if you engage with the Codex system, which rewards you for defeating a set number of each enemy type rather than mindlessly grinding the same mob. That is a smart design decision that keeps early exploration feeling purposeful rather than padded. Ten instanced dungeons round out the endgame loop, with floor depth and party composition determining loot quality. The dungeons hold up for short sessions, which suits co-op scheduling realities. The class system is where Farever earns real attention. Four classes at launch (Warrior, Mage, Rogue, and a support-oriented Priest or Cleric depending on the source) are complemented by an Arsenal mechanic: each weapon you equip carries its own active skill kit, so a Mystic with a tome and a Mystic with a spear play entirely differently. Stagger timing rewards aggression; dodge timing rewards patience. On top of the four combat classes, there are six crafting jobs that layer onto your build identity separately. Over 100 weapons in the current build means the combination space is legitimately wide, even before the roadmap adds Druid, Monk, talent trees, and a raised level cap toward 50. Drop-in co-op for up to four players scales encounters in both directions, and loot is distributed per player, so there is no contested greed roll to ruin a dungeon run with your friends. Now for the honest part. The launch was rough. Server instability, rubberbanding, party invite bugs, and a data rollback incident hit co-op sessions hard in the first week, driving the Steam score to Mixed before post-patch reviews recovered it to Mostly Positive. Performance on mid-range hardware remains a talking point, and the onboarding is genuinely poor: the game drops you on a beach, presumes you have MMO literacy, and offers almost no tutorial scaffolding. Veteran MMORPG players will find their footing; anyone newer to the genre will spend an uncomfortable first hour piecing together systems the game never explains. Shiro has been responsive with patches, but "responsive" is not the same as "resolved." The comparison that keeps coming up in community discussions is Valheim meets Guild Wars 2, and that is not a bad shorthand. Open-world co-op progression with class design that rewards role awareness rather than raw DPS stacking. Platforming sections, gliding, and underwater zones add vertical texture that most action RPGs in this tier skip entirely. The art style is cheerful and slightly blocky in a way that reads as intentional rather than cheap. What it is not, at this stage, is a game with deep narrative payoff or meaningful choice architecture. You are not the chosen one here, just one of many adventurers, which is accurate to the MMO framing but means the story scaffolding is thin. If you come for character arcs and branching dialogue, look elsewhere. If you come for a co-op action loop that holds up across forty hours and is being actively expanded by a studio with a demonstrated history of finishing what it starts, this is worth watching closely. Monika, Scout Team

Farever
ActionAdventureRPGEarly Access

Farever

6 may 2026Shiro Games
GamerScout opina

Good bones, rocky launch: Shiro's co-op action RPG has a combat system worth showing up for, but Early Access jank will test your patience before the 1.0 polish arrives.

PC
ProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €10.29

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Acerca de Farever

I came into Farever expecting a lightweight MMO distraction and left genuinely interested in where Shiro Games is taking it. That is both a compliment and a measured warning. The studio behind Wartales and Northgard knows how to build a functional Early Access foundation and iterate on it with community input, and that track record matters here, because the current build needs it. The world is called Siagarta, and the Early Access slice gives you two regions to work through: Skyover Island and the Valley of the Eternal Autumn. Each has its own factions, dungeon runs, and bosses. The level cap sits at 20 for now, with around 40 hours of content to reach it if you engage with the Codex system, which rewards you for defeating a set number of each enemy type rather than mindlessly grinding the same mob. That is a smart design decision that keeps early exploration feeling purposeful rather than padded. Ten instanced dungeons round out the endgame loop, with floor depth and party composition determining loot quality. The dungeons hold up for short sessions, which suits co-op scheduling realities. The class system is where Farever earns real attention. Four classes at launch (Warrior, Mage, Rogue, and a support-oriented Priest or Cleric depending on the source) are complemented by an Arsenal mechanic: each weapon you equip carries its own active skill kit, so a Mystic with a tome and a Mystic with a spear play entirely differently. Stagger timing rewards aggression; dodge timing rewards patience. On top of the four combat classes, there are six crafting jobs that layer onto your build identity separately. Over 100 weapons in the current build means the combination space is legitimately wide, even before the roadmap adds Druid, Monk, talent trees, and a raised level cap toward 50. Drop-in co-op for up to four players scales encounters in both directions, and loot is distributed per player, so there is no contested greed roll to ruin a dungeon run with your friends. Now for the honest part. The launch was rough. Server instability, rubberbanding, party invite bugs, and a data rollback incident hit co-op sessions hard in the first week, driving the Steam score to Mixed before post-patch reviews recovered it to Mostly Positive. Performance on mid-range hardware remains a talking point, and the onboarding is genuinely poor: the game drops you on a beach, presumes you have MMO literacy, and offers almost no tutorial scaffolding. Veteran MMORPG players will find their footing; anyone newer to the genre will spend an uncomfortable first hour piecing together systems the game never explains. Shiro has been responsive with patches, but "responsive" is not the same as "resolved." The comparison that keeps coming up in community discussions is Valheim meets Guild Wars 2, and that is not a bad shorthand. Open-world co-op progression with class design that rewards role awareness rather than raw DPS stacking. Platforming sections, gliding, and underwater zones add vertical texture that most action RPGs in this tier skip entirely. The art style is cheerful and slightly blocky in a way that reads as intentional rather than cheap. What it is not, at this stage, is a game with deep narrative payoff or meaningful choice architecture. You are not the chosen one here, just one of many adventurers, which is accurate to the MMO framing but means the story scaffolding is thin. If you come for character arcs and branching dialogue, look elsewhere. If you come for a co-op action loop that holds up across forty hours and is being actively expanded by a studio with a demonstrated history of finishing what it starts, this is worth watching closely.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayermultiplayermmocooponline-coopachievementscontroller-supporttier:aaaArsenal SystemWeapon-Driven BuildsDungeon LoopDrop-in Co-opCodex ProgressionPlatformer-RPG HybridNo Pay-to-WinPer-Player Loot

Requisitos del sistema

Mínimos

OS
Windows 10 64 bits
Memory
16 GB RAM
Storage
25 GB available space
Graphics
Geforce 3060 or AMD Radeon RX 5600 XT
Processor
Intel i7 6700K or AMD Ryzen 5 5500

Recomendados

OS
Windows 10 64 bits
Memory
32 GB RAM
Storage
25 GB available space
Graphics
Geforce 4060 or AMD Radeon RX 7600
Processor
Intel i5 11400T or AMD Ryzen 5 3600X

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Información del juego

Desarrolladora
Shiro Games
Distribuidora
Shiro Games
Fecha de lanzamiento
6 may 2026

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¿En qué plataformas está disponible Farever?

Farever está disponible en PC.

¿Cuándo se lanzó Farever?

Farever se lanzó el 6 de mayo de 2026.

¿Quién desarrolló Farever?

Farever fue desarrollado por Shiro Games.